St4lis: That's hilarious :D She looks crazy redneck or something :D JadeEyePanda: Pretty good for your first try! You could do a bit of optimising here and there for your character (eg. the extra edge loop running near the bottom of the feet). Especially for very low poly, if it doesn't contribute to the silhouette, you…
Looked through 159 pages of awesomeness. Filled a nice folder of lots of low-poly artistic endeveours. And now time to show my own! I'll start simple, a render of my NES console! For all those old-school gamers. Now a few questions! 1 - Is there any way to get a good render that will look as crisp as a screenshot from…
@Kraken: nice start! I would like to suggest some points where you can lower a lot the polycount! - The stairs: I think they could be fine just being flat (without being half-divided). - The door: there's no need to have a 3D handle and 3D border: you may just bake them on the texture! Also, get rid of that vertical…
No that's not what I meant with texturing. You're still using one texture per tile, when you could re-use texture strips to make many different combinations of tiles. The 3 things on the right use the same model (flat plane, lol) and are using the same texture, just offset by a quarter of the texture width. It's a bit more…
Yanneyanen you've got everything uniquely laid out, but aren't taking advantage of that. with your texture, you could easily mirror most of it without a noticeable change and get double the texel ratio generally, the texture itself comes off as very flat. very monochromatic. looks mostly like colors with an AO bake applied…
ScubaSteve: wait... you weren't allowed to post here, but they gave the images to IGN? Also, wouldn't it have been cheaper to use sprites/planes for those buildings? WIZPIT - your guy technically is within limits but it could do with a lot of optimization. Mifflefish - definitely not 'mobile gaming' lowpoly. Looks good…
vkp_number2: heee, did you slow down the animation to show the boob motion? ;) she is very cute but she looks a bit angry. Maybe do something with her elbows and shoulders, they are collapsing a lot right now. Did you model her in a T pose? The edge for her armpit is definitely too high up, imo. Might be a bit nitpick-ish…
Thanks guys! ComradeJ: Had a feeling someone would question that. I've done it with the extra vert on the elbow most other times, so this was pretty much a test. Here are my "findings" (mind you, I'm terrible at rigging, so I could very well be doing something wrong)... (note two different bone configurations) The top two…
I have had this problem too, but I have figured out some tricks that I think will help you. First take your model and colour it by polygon: (displayed with "smooth+ highlights" viewport mode) just use a blinn shader or such, and abuse SELF ILLUMINATION to tone the shadows. I have given all her shadows a purple or dark blue…
Trees? Trees! I tried to go for a different, more realistic style than ShadowBrain and MadCarrot. Average of 30 triangles per tree so far, 6 triangles for the smallest empty one, 65 tris for the largest densest one. All trees share a single 64² diffuse with 1bit alpha. (the ground is just procedural noise) I will update…